GAME MASTERS: HunterACCEPTING NEW CHARACTERS: YEP!POSTING EXPECTATIONS: Expected to post at least once a every three days and with a minimum of 300 words per post. First post in thread should be much larger. If you are gone for a week or more and their is no explanation why you will be kicked from the RP until you can fulfil your posting expectations again.RATING: R - Gore, Violence, Swearing, though sex is preferably fade to black.GENRES: Adaptive*1 Adventure Sci-Fi FantasyATMOSPHERE/MOOD: Serious and Dramatic with Comedy sprinkled in all the time. With varying shades of Grey Morality.PLOT FLOW: Open World, Character Driven, Arc BasedSETTING TIME FRAME Pre-Historic - 1900BASIC PLOT/IDEA/CONCEPT: A roleplay based around the characters lives and experiences in the world around them. Set in a more varied and unique fantasy setting with some more SciFi elements mixed in like Magitech and Steampunk. Though the technology may reach almost Sci Fi like uses the style will definitely be Steampunk or Magitech-ish. The characters may or may not get caught up in different plots at different times in the world. Very Open World based, with some restrictions usually pertaining to location, current plot, and group consensus.INTEREST CHECK THREAD: http://www.iwakuroleplay.com/showthread.php?t=19064&p=504101#post504101*2IN CHARACTER THREAD: http://www.iwakuroleplay.com/showthread.php?t=20185
1. The RP's genre will be very flexible depending on the characters situation and plots they are involved in.
2. If you want a more detailed but confusing explanation of the concept check the interest check thread.

CHRONICLES OF FATE​

Our story begins in a remote dungeon at night. Our protagonists awake as helpless prisoners; pitiful wretches. Physically they are thin not so thin as to look completely anorexic, but with only enough muscle to do basic function, but are not very strong, fast, dexterous, etc. This may have been caused by starvation, malnutrition, or maybe just a very bad illness and then beings nursed back to basic health. They have lost all skills or power they may have had, and they may even have some minor wounds here and there; a few scrapes and bruises, but nothing that will cause any permanent damage or scarring.

Their weakness is not just restricted to their physical; they are amnesiac. Any memories they once had are now lost and they may or may not have lost their sense of identity. When they try to think about it their mind feels like it hits a wall. Along with their episodic memory, much of their basic knowledge such as facts of about the world they live in is gone. Especially any knowledge that could be considered useful. From there it is up to the characters. What are they going to do? They are helpless wretch's in a world you know nothing about, or if you did once have memory it is gone. Prisoners of unknown people for an unknown reason.
Now as they explore the world something will start to become evident or revealed. They are Fateborn, Fatelings, Destiny Born, Luckling, and many other names. These beings have odd effects on chance and luck, though some would call it fate, but there is no proof that fate exists. Fateborn cause the improbable to happen, but not the impossible, and the rules of this are that for every good effect there is an equally bad effect, and vice versa. There has never been this many Fateborn together before, and it now becomes apparent that Fateborn are drawn to each other and that their own “powers” will push them together. A Fateborn may leave another Fateborn for a time, but they will eventually come back together. It is simply a fact, though the time on how long varies.

Our story shall follow these characters through their lives and the world is open to them. War, politics, action, romance, morality, philosophy, and religion. A world that corresponds to ours from Pre-historic to the Victorian Age with magic, technology, science, and gray morality abounds. They will get involved in all of this and more all different types of adventures. Our story is really a multiple stories intertwined into one; the Chronicles of Fate. So let the story begin...

-RULES-​

[ 1 ] All Iwaku rules apply.[ 2 ] The GM (Hunter) reserves the right to change or modify the rules at any time and the GM is also exempt from some of them. Except of course number one.[ 3 ] The GM (Hunter) has the right to kick people from the RP at his discretion, but I am not unreasonable and won't do this unless it is necessary and all other options have been explored.[ 4 ] No meta-gaming. Which basically translates is stay in character and think as your character, don't mix IC knowledge with OOC, and definitely don't abuse OOC information for your own gain. For a GM (Hunter) this also means to keep your GMing fair/unbiased for everyone, especially if you have a character in it too. If OOCly are worried for your character you can tell the GM (Hunter) and I will try to fix it for you.[ 5 ] No power-gaming/god-modding. Which means no killing, harming, or controlling another's character in anyway without permission. Also don't play your character as invincible and/or as a Mary Sue/Marty Stu.[ 6 ] You should post once every 3 days and they should be at least 300+ words, they should be as detailed as they can be so as to give lots for people to go off of. We will wait up to a week, but after 3 days I will start to contact you to remind you.[ 7 ] If you are gone for a week or more and there is no explanation, then you will be kicked from the RP until you can fulfil your posting expectations again. People who are busy and need to go on hiatus may do so, just tell us beforehand and tell us how long.[ 8 ] All lore for the world needs to be approved by me before being used in the RP and I will use the Lorebook to keep track and organise it.[ 9 ] This RP is rated R in Iwaku ratings. Anything that could be considered unsuitable for teens should be put in spoiler warning tags as is said in the Iwaku Rules, but keep in mind that these things are expected to come up in the RP, but if you do not want to read them it will be completely fine.[ 10 ] Your characters should be detailed and deep, no shallow characters.[ 11 ] You are allowed to have multiple characters, but they all must be as detailed as they can be.[ 12 ] You are allowed to make more minor characters that are less detailed, but they should be minor; like minions, companions, summons, etc. [ 13 ] Keep in mind this RP will go for a while so your character needs to hold your interest so make sure to use a concept that intrigues you or maybe use the a archetype that you play the most and never get tired of.[ 14 ] You shouldn't join this RP if your planning to be gone any time soon. Only people who know for the foreseeable future they will be able to take part. This RP has no planned ending.[ 15 ] You may leave or join any time you like, but whenever you are re-joining you must think about the rule above. IC reasons shall be explained for your absence.[ 16 ] This game will have a limited amount of members/characters at any one time. I haven't decided on the number yet.[ 17 ] This RP is focused on Intermediate to Advanced RPers, though I will allow more newbie RPers join if they show a willingness to learn and preferably quickly. [ 18 ] While this RP is for fun, it will also be about helping each other with our own writing so giving each other constructive criticism will be appreciated and should be received and given both freely and respectfully.[ 19 ] All RP post are expected to have a summary on the bottom, explaining what happened exactly just for ease of new people to read what has happened and for people who are just lazy.[ 20 ] Players will be allowed to plan out and run plots at time if they want. With GM's (Hunter's) supervision.[ 21 ] Players are expected to keep their character sheets updated and truthful.

The Riftstorm. Nobody knows why it happened or even how it happened. It is believed that their once existed many physical planes all connected by the spiritual plane. Something caused the physical realms to merge and if that was as cataclysmic enough the resulting plane of the physical now named Ordaen, the tears into the spiritual realm opened all across its surface. So a plane that has had the catastrophic effects of so many worlds crashed and fused together caused so many natural disasters and with the rifts into the spiritual realm open.

Magical energy poured out of that realm ripping up physical world creating, destroying, and warping in equal measure. The population of the world, the population being the population of every world that crashed together was decimated swiftly those that survived hid in safe areas, those that didn't where mutated and warped by the storm of magic. Myths and legends a plenty exist from the time before the Riftstorm, and ruins abode all across the world.

For three generations the Cataclysm raged, and finally when the upheaval calmed, they emerged to a world changed, a dangerous world; filled with bizarre monsters and strange magic's. Wild and chaotic the land is dangerous and those who emerge have to fight to survive. On the continent of Strome those that emerge turn to a life of nomadic hunter-gathering, having to spend every day of their lives fighting for survival. Occasionally a group might even turn to cultivating or settling in a more semi-permanent matter. Some were content with their harsh but honest lifestyle, but others were not.

Groups started to gather and attempt to build settlements. Now this brought with it new problems; with so many people together they were a larger target for monsters, though there was safety in number, and what many didn't take into account was the problems of so many people in one place. Some left because of these problems, but many stayed and build settlements which eventually became cities.

For two more generations they built their cities, every day just as big a fight as those who lived in the wild, but slowly their populations started to increase and their cities took shape and form creating new cultures. The cities themselves started to stake out land around the cities cultivating it and becoming city states. Even the barbarians who lived in the wilds population grew. With the city states growing bigger, the need for constant survival was lessened, which allowed for excess and with excess civilisation grew.

A new generation was born of those who could create and think, the city states truly began to take shape as nations in their own right. It was at this time that exploration became very prominent. The cities sent out the strong among them as explorers and those few that survived would return with the knowledge, and eventually even gained contact with other cities. Trade opened up, but was not reliable, so each city had to be self-sufficient though more exotic merchandise might be gained through trade, but trade through the world is dangerous and not reliable.

With other cities having resources and many cities having problems with others on many different lines including race, religion, morality, etc. Fighting had of course existed for longer than people can remember, but actual warfare. The idea was jarring to many. Their concept of battle was a skirmish with around 100 people at the most. They had heard legends of warfare and even had kept traditions and teachings about it, as many things from the time before the Riftstorm.

Legends and ruins are all that remain, and mortals learnt from them. Most anyone with any common sense knew that total warfare was not an option, with the wilderness pressing in on all sides any army would be decimated long before it reached its destination. So they hired best mercenaries who would travel to other places and act on that cities behalf, and many liked this idea. And war existed, though in a more covert form where groups of mercenaries would fight short battles over different key things, even going exploring or hunting down treasures.

Time passed and so did the young become old, and four generations passed like this. Civilisation continued to grow, and the city states grow to become powerful. Though they wilds had not become any less expansive and dangerous, only mortals had changed to combat it. City states expanded their borders creating minor settlements around them. Magic, technology, and science expands, but has always been treated with disdain and fear at best by most, but slowly society accepts some parts of it. Bandits started to become more common, while some where the barbarians who had continued to live their harsh lifestyles, some where people from the cities that peeled off to turn to a life of thievery, violence, and wilderness survival. Many die, but also many live and their lives are just as harsh as the barbarians.

Trade routes are mostly cleared kept at a much less dangerous level so travel and trade become much easier, and so does warfare. The mercenary business flourished, but with the building of roads trade routes, the demand for mercenaries lessens as people start to see that warfare can be done by the standing armies of the city states. Some mercenaries turn to banditry, or join army of city states. While a majority have turned themselves into their own minor alliances and are starting to carve themselves out small nations in the wild, but with so many of them they are constantly fighting with each other.

A plane of insubstantial energy, where all form of spiritual beings live. It is also the place of all afterlife's, the realms of gods, and a multitude of other things. When mortals die their souls go to this place and can either go into an afterlife, return to the world to be reborn, or eventually some just disappear; no ones quite sure what happens to them.

The physical plane and the spiritual plane borders each other, but what separates them is known as many things; the veil, ward, etc. It allows a filtered amount of energy into the physical world, but if the ward rips the spiritual energy pours through and allows for all manner of spiritual beings to spill through, though they must stay within the energies range, or risk being stranded. The nergy that filters through spills through the physical world and clings to substances within it. some things retain more power then other such as precious minerals, or living things being the things that retain the most.

The spiritual realm is always chaotic, because of its denizens and its connection to the physical world; if it had neither of those it would be completely calm. The physical world sends echoes into the spiritual world which then creates currents of spiritual energy and changes the types of spiritual energy. Spiritual beings do this, but at a much higher level as they live within that plane.

Gods(Move your mouse to reveal the content)Gods (open)Gods (close)

Some myths tell of a Creator of omniscience, omnipotence, and omnipresence; though the myths can never agree if she is good or evil. It is she the Great Mother, the Creator of everything who created all the planes that made up Ordaen and even the spiritual plane. Though it is only myth and no proof is there to these legend, though it is suspect that a so many different cultures mention her, but what is absolute fact is that the Gods do exist.

The Gods fall into different categories; the Ancient Gods and the Ascendant Gods. The Ancients are as old as time itself, they are extremely hard to comprehend for anyone. The Ascendants are the most common type of gods and when one thinks of Gods; they think of them. Ascendants are those mortals who through many different means have transcended death, but that is not all, and Ascendant is not necessarily a god, just one who is immortal.

Immortals cannot truly die, they can be imprisoned, put to sleep, or even shattered; splitting them into many different shards which when put back together will result in them waking up just like they where asleep. To become a God one must first be immortal, then one must enter the plane of spirit, allowing oneself to become a spiritual being; it is a painful process as your body is ripped apart. This is also the time that the gods dominions become present, though they depend on the Ascendant's personality and which streams of energy they submerge themselves in.

Dominions dictate what type of powers they use. They're are plenty of gods who have the same dominions; for example multiple gods of lightning, etc. The Gods cannot enter or influence the physical world unless they spill through a tear, which has its own risk and limitations, or having sufficient following in mortals which allows them a certain amount of pull in the physical world, the more followers the more one can do.

(Keep in mind that while they are real, that doesn't mean everyone knows about them.)

Magic(Move your mouse to reveal the content)Magic (open)Magic (close)

Magic is very varied across the world and their is not much that unifies it, but their are some general practises that all mages use. The first two steps are finding a source and harnessing it. All magic must have a source of power, there are countless sources of power. Physical matter can be turned into magicka such as fire, or earth. Or you can harness energy such as heat or kinetic. You can draw the spiritual energy of the area around you from the substances of your very environment until they are drained. You can convert your emotions into energy. You can even take a living things life force and convert it into magicka.
Though the most common source is that of a sentient soul. Souls radiate pure magicka, and collect it around and in them, every sentient being creates magicka so many mages simple use the magicka they create and store up in their soul. After finding somewhere to draw the power from, they must harness it. These are just as varied, but usually depend on the source. Once one has magicka to use and has tapped into it they must wield it. Their isn't much uniform here so I can't explain without going into an individuals magic wielding system. All mages are different they learn techniques from experience and from teaching.

Now its not smart to relay entirely on magic as their are people and places that create Anti Magic fields which stops all magical effects. I will elaborate on this some other time.

Races

Djinn(Move your mouse to reveal the content)Djinn (open)Djinn (close)

The Fox and The Spider said:

Types of Djinn.
Air- Air Djinn are the most human in appearance, generally described as beautiful yet terrifying due to their innate ability to manipulate the wind. They are light blue in skin tone; always possess beautiful wings, dove like black eyes capable of seeing in the infrared spectrum and through darkness. Their skin is adorned with sections of diamonds that glisten in the sunlight. That serve as housing components to store the magic they consume. Their hair is snow white and a constant breeze dances along their outline.

The Air Djinn are neutral shifting between good and evil pending on whichever side appeals to them more. They tend to prefer traveling as oppose to settling down. And hate being held in tight spaces where the wind does not flow. They are the most commonly known Djinn due to their habit of always being on the move.

Earth- Earth Djinn are stubborn and slow to act, never swaying from their positions on political issues. They despise war and seldom lift a finger for ones aid. They prefer simple existences like farming or blacksmithing; they also disapprove of talkative folk. They are self sufficient and see no need to trade with outside merchants. Long ago a group of Earth Djinn involved themselves in a great war and managed to sink an entire city into the belly of the Earth.

Their skin is grey and rock hard, adorned with various crystals that can be fired from their bodies to become deadly projectiles. Male and female alike have impressive builds and stand seven feet tall. Reclusive by nature little is known about them. Aside from their meetings taking months to decide on a single issue; preferring to weigh each option and it’s consequence as oppose to simply acting without prior thought.

Fire- Fire Djinn have red flaming hair (Literally) their skin various from purple to red and are adorned in runes. Unlike the other Djinn they love war and fighting, serve often as mercenaries and tend to be more nefarious than benevolent. They’re short tempered, head strong and rarely think situations through. Their only redeeming trait is their fierce loyalty that never falters. Betrayal is simply not in their nature.

Water- Water Djinn are dark blue to green, tend to live near bodies of water and are decorated with various colored scales. They tend to be metaphysical beings, often meditating and admiring the natural world and order. Their level of love and appreciation for nature seems odd even for the elves. Much like the Fire Djinn they are fiercely loyal, however they do not accept currency rather align based on alignment. Unlike their counter parts they are benevolent by nature, refusing to even talk to anyone on the opposite spectrum.

Water Djinn can not only bend water, they can also converse with fish and manipulate them. They have no written language and instead imbed their genetic memories onto objects. Allowing others to meld with their experiences.

General Info.Djinn are a spiritual being much like angels or demons. Except they are generally neutral and their alignment varies from one to the other. They tend to take a more direct approach in influencing the world of mortals. Many even call this plane home and walk beside mortals. They don’t serve a God, devil and originate in a realm unseen by most sentient life.

Each Djinn specializes in a single element and are composed of energy. They do not eat or drink, they seldom need sleep. However to survive they must devour magical energies to replenish the energy they use. Some Djinn’s have been known to grant “Wishes” but never do they end well for the wisher, often barring unforeseen consequences. The Djinns believe they are free from fate, self sufficient and self serving. Detached from any religion they believe to have simply always been; that their race is without beginning but will have an end.

When a Djinn is born into this world they take the form of a gem. Which serves as a catalyst for their manifestation, these gems are valuable and much like the Djinn is filled with magical energy. When the gem is destroyed or cracks through time, the Djinn escapes in the form of smoke until it creates its shape.

Upon entering this world Djinn at first find themselves weak. It takes time and countless consumption of energy to return to their original state. If a Djinn eats too much energy too fast they will explode unless they violently release the energy. Djinn can be male or female though unlike most beings they can carry the offspring of any race or sex. Though the odds of a successful delivery are slim due to many variables, and are known as Genasi.

The Djinn do not believe in an afterlife. They believe that when you die your energy is consumed by others and reused. Thus you truly never die and are always a part of the system and cycle of this world. They believe this energy was not created nor can it be destroyed...merely recycled and used to fuel the ever self sufficient system. The Djinn believe they are a fragment of the system incarnate though they would admit this is nothing more than a theory.

This belief is different from reincarnation for you never return in any physical form. Your energy is simply devoured and used to fuel another life form. A nirvana of circulating energy seeking to refine itself through the recycling of its near fathomless pool of energy. From Stars to worms, all life and energy is bound to these simple rules. It cannot be created nor destroyed; it can be harnessed thus borrowed. There is no “one” in the system, there is only the whole. Hence why most sum it up as One is all, All is one.

Physiology: The average Squaback stands at approximately 4 1/2 feet (137cm) and weigh 150 lbs (68kg), much more than their generally flimsy build would suggest. Beauty wise, Squabacks are generally considered plain or even homely. Their often scarred skin is deathly pale except in the most arid of climates and both eyes and hair only come in two colours: dull black and feces brown. They are somewhat disproportional, their heads, hands and feet each somewhat too large for the rest of their frames. Squabacks are not without their advantages however, Their thin bodies conceal a hidden physical strength. A Squaback's body is extremely compact and sinuous, granting them strength generally reserved for creatures twice their size.

Culture, psychology and sociology: The Squabacks are a varied and widespread race, with cultures and practices to match. This however, does not mean that there are not any similarities between different groups. As a species, Squabacks like elaborate and colourful clothing. Both factors increasing concurrently with with wealth and social ranking. They are also generally friendly and tame, treating friends and outsiders alike with respect and reserved emotions. They seem to have a natural charm and easily get along with almost everybody. Of course, there are exceptions.

The Squaback's natural charisma allows them to easily form communities or mold with another. Communities consisted mostly of Squabacks are often led by a merchant king or high ranking religious figure. The rare Squaback warlord is a frightening force to be reckoned with. Their uncanny physical strength and inherent charm allow them to gather a formidable hoard of other violent beings quickly and lead said hoard with brutal efficiency.

Reproduction: Though rituals differ from culture to culture all Squabacks reproduce in the same way: The good ol' fashioned horizontal monster-mash. Gestation period is roughly 8 months. Squaback children take 15 years to reach maturity.

Lifespan: Average about 50 years.

Sub-race, Beroque: Beroque's are a rare, unexplained anomaly. Occasionally when a Squaback nears his/her first birthday they will enter a massive growth spurt, eventually growing up to 10 feet (305cm) tall. These giants are much more bulky than their smaller contemporaries and still maintain the compactness common of their race, granting them absolutely absurd strength. It is not unheard of for a Beroque to tear down large trees or rip apart predatory beasts with their bare hands. Luckily for local flora and fauna, Beroques maintain the gentleness their brethren are known for.

[COLOR=#FF0000][FONT=palatino linotype]In my fantasy world Djinn are a spiritual being much like angels or demons. Except they are generally neutral and their alignment varies from one to the other. They tend to take a more direct approach in influencing the world of mortals. Many even call this plane home and walk beside mortals. They don’t serve a God, devil and originate in a realm unseen by most sentient life. They are self serving…[/FONT]

[FONT=palatino linotype]Each Djinn specializes in a single element and are composed of energy. They do not eat or drink, they seldom need sleep. However to survive they must devour magical energies to replenish the energy they use. Some Djinn’s have been known to grant “Wishes” but never do they end well for the wisher. Often barring unforeseen consequences. The Djinns believe they are free from fate, self sufficient and self serving. Detached from any religion they believe to have simply always been. That their race is without beginning but will have an end. [/FONT]

[FONT=palatino linotype]When a Djinn is born into this world they take the form of a gem. Which serves as a catalyst for their manifestation, these gems are valuable and much like the Djinn are filled with magical energy. When the gem is destroyed or cracks through time, the Djinn escapes in the form of smoke until it creates its shape. Ranging from winged to multicolored, to snake like and leathery.[/FONT]

[FONT=palatino linotype]Upon entering this world Djinn at first find themselves weak. It takes time and countless consumption of energy to return to their original state. If an Djinn eats too much energy too fast they will explode unless they violently release the energy. A djinn can be male or female though unlike most beings they can carry the offspring of any race or sex. Though the odds of a successful delivery are slim due to many variables.[/FONT]

[FONT=palatino linotype]The Djinn do not believe in an after life. They believe that when you die your energy is consumed by others and reused. Thus you truly never die and are always a part of the system and cycle of this world. They believe this energy was not created nor can it be destroyed...merely recycled and used to fuel the ever self sufficient system. The Djinn believe they are a fragment of the system incarnate though they would admit this is nothing more than a theory.[/FONT]

[FONT=palatino linotype]This belief is different from reincarnation for you never return in any physical form. Your energy is simply devoured and used to fuel another life form. Example a bear eats you, the bear consumes your energy to live. The bear is shot and left for dead. The worms and scavanegers devour it, thus consuming your energy and the bears. The cycle is never ending. [/FONT][/COLOR]

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Actually the lore compliments the Djinn well. Being consumers of magic the ability to break it down via various of sorces will ensure an enriched food supply. Though they are rare, it ensures theres enough substance to support a sizable population. The part regarding the bending of elemnts means I can easily fit her into the plot. Though I would prefer to keep their homeland riddled in mystery. Seeing how the Djinn do not peak their tongue nor discuss their history or cultre with outsiders. It's a crime punishable by death according to their customs and laws. Would you like me to work on a more detailed description of the race?

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As far as character introduction is concerned, I want her to be in a gem. Maybe a character picks it up or has it on them? Undoubtedly being drawn toward is value. Only to discover what is sleeping inside?

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Air- Air Djinn are the most human in appearance, generally described as beautiful yet terrifying due to their innate ability to manipulate the wind. They are light blue in skin tone; always possess beautiful wings, dove like black eyes capable of seeing in the infrared spectrum and through darkness. Their skin is adorned with sections of diamonds that glisten in the sunlight. That serve as housing components to store the magic they consume. Their hair is snow white and a constant breeze dances along their outline.
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The Air Djinn are neutral shifting between good and evil pending on whichever side appeals to them more. They tend to prefer traveling as oppose to settling down. And hate being held in tight spaces where the wind does not flow. They are the most commonly known Djinn due to their habit of always being on the move.
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Earth- Earth Djinn are stubborn and slow to act, never swaying from their positions on political issues. They despise war and seldom lift a finger for ones aid. They prefer simple existences like farming or blacksmithing; they also disapprove of talkative folk. They are self sufficient and see no need to trade with outside merchants. Long ago a group of Earth Djinn involved themselves in a great war and managed to sink an entire city into the belly of the Earth.
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Their skin is grey and rock hard, adorned with various crystals that can be fired from their bodies to become deadly projectiles. Male and female alike have impressive builds and stand seven feet tall. Reclusive by nature little is known about them. Aside from their meetings taking months to decide on a single issue; preferring to weigh each option and it’s consequence as oppose to simply acting without prior thought.
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Fire- Fire Djinn have red flaming hair (Literally) their skin various from purple to red and are adorned in runes. Unlike the other Djinn they love war and fighting, serve often as mercenaries and tend to be more nefarious than benevolent. They’re short tempered, head strong and rarely think situations through. Their only redeeming trait is their fierce loyalty that never falters. Betrayal is simply not in their nature.
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Water- Water Djinn are dark blue to green, tend to live near bodies of water and are decorated with various colored scales. They tend to be metaphysical beings, often meditating and admiring the natural world and order. Their level of love and appreciation for nature seems odd even for the elves. Much like the Fire Djinn they are fiercely loyal, however they do not accept currency rather align based on alignment. Unlike their counter parts they are benevolent by nature, refusing to even talk to anyone on the opposite spectrum.
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Water Djinn can not only bend water, they can also converse with fish and manipulate them. They have no written language and instead imbed their genetic memories onto objects. Allowing others to meld with their experiences.

General Info.

Djinn are a spiritual being much like angels or demons. Except they are generally neutral and their alignment varies from one to the other. They tend to take a more direct approach in influencing the world of mortals. Many even call this plane home and walk beside mortals. They don’t serve a God, devil and originate in a realm unseen by most sentient life.

Each Djinn specializes in a single element and are composed of energy. They do not eat or drink, they seldom need sleep. However to survive they must devour magical energies to replenish the energy they use. Some Djinn’s have been known to grant “Wishes” but never do they end well for the wisher, often barring unforeseen consequences. The Djinns believe they are free from fate, self sufficient and self serving. Detached from any religion they believe to have simply always been; that their race is without beginning but will have an end.

When a Djinn is born into this world they take the form of a gem. Which serves as a catalyst for their manifestation, these gems are valuable and much like the Djinn is filled with magical energy. When the gem is destroyed or cracks through time, the Djinn escapes in the form of smoke until it creates its shape.

Upon entering this world Djinn at first find themselves weak. It takes time and countless consumption of energy to return to their original state. If a Djinn eats too much energy too fast they will explode unless they violently release the energy. Djinn can be male or female though unlike most beings they can carry the offspring of any race or sex. Though the odds of a successful delivery are slim due to many variables, and are known as Genasi.

The Djinn do not believe in an afterlife. They believe that when you die your energy is consumed by others and reused. Thus you truly never die and are always a part of the system and cycle of this world. They believe this energy was not created nor can it be destroyed...merely recycled and used to fuel the ever self sufficient system. The Djinn believe they are a fragment of the system incarnate though they would admit this is nothing more than a theory.

This belief is different from reincarnation for you never return in any physical form. Your energy is simply devoured and used to fuel another life form. A nirvana of circulating energy seeking to refine itself through the recycling of its near fathomless pool of energy. From Stars to worms, all life and energy is bound to these simple rules. It cannot be created nor destroyed; it can be harnessed thus borrowed. There is no “one” in the system, there is only the whole. Hence why most sum it up as One is all, All is one.

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Should I hold off? Seeing how someone either needs to stumble on me, or be carrying the Gem? I doubt a brillant gem will be just chilling in a prison. Not unless they found some sort of old, forgotten secret passage.

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Hey, I'm interested in joining this RP, if that's cool with you? I noticed there was only the beginning post in the IC, so I'm guessing I'm not coming at a bad time? I see the character sheet template hasn't been completed yet, and I'm wondering if that's what you guys were waiting on for starting the RP?

Also, I'm curious as to whether or not you want a villain? Maybe someone who's just plain bad at being a villain? Like someone who tries to be a villain, but just isn't cut out for it, something like that. I don't think I've decided on a race or role that I would like to play, but I guess I'll base that on the stories needs.

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Preferrably some sort of mage but with limits, I haven't really worked out the kinks in the idea yet. But I was thinking about making a human mage who has the ability to use his own soul as a "battery" for magic. That type of magic would result in:

- Anti-magic fields not having an effect on him? (Just an idea, feel free to correct me if I'm wrong)
- Destroy his own soul if he uses magic too much.
- Force him to find other means to deal with events and encounters rather than simply use magic all the time.

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Lol, by being a bad villain, I meant a comedic one. One who is bad at the job of being a villain. Someone who tries to conquer every village they enter, obviously in vain. I'm thinking a really cool power for a failure of a villain would be the ability to make himself seem like a threat. Probably through mind manipulation of sorts. Like making others feel like he is a serious threat, that if they don't obey him, their life is in danger. Maybe he gets the drop on the party at first, but then throughout the story the party sees through the lame trick, maybe inviting him to join, or asking if he wants to come along. Maybe he is a her? A seemingly helpless girl, able to make herself seem like a threat. Not with scary illusions or such, though that would be cool if she developed stronger abilities later rather than making people think she's threatening. I'm rambling really, right now, but it helps me think, and I suppose it gives others a sneak peek into my thought process, maybe spurring other ideas.

TL;DR Self rambling, thinking through text ^

So, here's my idea for a character.

I'm guessing you want all these characters to start out in that prison with the silly rats? With at least some level of amnesia. So, a young looking girl, maybe some type of fae, or fairy, we don't know yet, because she doesn't know. She's got a lot of pent up anger, making her want to conquer others. Maybe signaling a past of abuse, or neglect, again, we don't know yet. In fact, we don't even know her name. Maybe she never learns her name, instead getting named by the party when/if she eventually, or ever actually joins up with the group for good intentions.

She appears human, 13, maybe 14 or 15 years old, though she definitely isn't human, since humans aren't known for mental takeovers. Pale skinned, like she's been locked away in a dungeon for her entire life. Short brown hair, reaching to the middle of her neck in the back, with bangs to her eyebrows in the front, generally unkempt from a lack of the human females need to keep clean. She speaks with the disarming child's voice that fits her appearance.

Her skin never tans, she lacks the special pigmentation changing effects of human skin, so she's no fan of the sun, possibly even being burdened with death if left out in the sun all day. A simple parasol solves this dilemma. Heat and cold seems to have no effect, so a year long shade source is generally wanted. As for her powers, she probably suffers from loneliness, or betrayal, which makes her want to control and conquer everyone.

I haven't decided whether or not to have her ability develop any farther past the lame sense of impending doom. Maybe she uses other's emotions as a source of her powers, feeding off of them to make them feel certain ways, this would lead to a lower level of abilities, though maybe she feeds off of her own emotions, later making them manifest themselves as those emotions overtake her. I suppose feeding off of others would lead to a more conflict avoidance character, and feeding off her own would lead to a most battle oriented character. I suppose we'll see what the story needs later on, especially since character sheets aren't written in stone yet.

Personality wise, she likes pranks, and with emotional/mental prowess, they are usually easy to pull off. She has a fragile trust complex. I suppose whether the party is hostile towards someone who attempts to control them, or whether they can see that she may very well be what she tries so hard to hide, a lost and scared being, continuously attacking the group purely out of familiarity with them, and a sense of belonging that she doesn't know she wants. I suppose the party will determine how she interacts.

She is a tough individual, emotionally wise. She doesn't scare easily, and isn't easily made to cry. She has been toughened through her currently unknown past, and maybe she'll soften up later on, or keep her toughness and put that to use.

Let me know what you think Hunter? Maybe changes or improvements I could make, ideas you have for my character, and maybe when I can start posting?

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After waking up in that prison, which I'm guessing everyone will start in? Of course she's scared and such, all the normal feelings of waking up without remembering where you are or how you go there, she also has this feeling, like she has to get revenge. She can't explain it, she just feels like someone has to pay. Maybe I can use this later as a reason to join the group, but the reason she doesn't join up right away, making her a temporary, yet not so astounding a villain. At first she doesn't know who she feels all this anger towards, maybe it's a mixture of anger and fear, and, maybe through the beginning of the story she runs from the group, I'm guessing there will be some sort of escape, where they all get out together? And maybe, through happenstance, she finds out others are just as scared of her, as she is of her surroundings, and loss of memory. When she finds out others inherit her fear, and either run away in fear, or become frozen with a sense of impending doom, that really is a good word, impending, he he, anyways, she remembers the group that was with her in the prison. She thinks maybe they're responsible perhaps, and goes back to take revenge, maybe armed with a silly weapon, like a pathetic tree branch she found or something, since she isn't strong enough to really swing around anything of consequence. Anyways, maybe there's one or two encounters, maybe more, depending on the reactions of the group to the girl, and she eventually joins them, maybe even eventually trusting them, if not just sticking around through the impossible attraction she has with the group.

I'm guessing with this I'll have her feeding off her own emotions. Some possible drawbacks I see are maybe becoming completely overwhelmed with the emotion she's manipulating, like becoming overly happy and peaceful, uncontrollably so, to the point where, if she can't get a handle on it, it would be a detriment if there were to be a battle. Or being overtaken by anger, turning uncontrollably against the party, or course with undeveloped powers she's pretty useless, especially if the party knows her tricks. I'm still not sure whether I want them to develop into being awesome powers of blow shit up or not, like manifesting illusions, or actual things, creatures, weapons, and such, later on. You said you want this to go on for the entirety of the foreseeable future, right? Maybe she does eventually develop them. Maybe I can add in triggers to unlocking her abilities, like the party becoming endangered, and, if she feels attached enough, she would have the required emotional energy to unlock the next tier of abilities.

I'd be happy to hear some feedback. What you think about this, especially how strong you're looking at wanting the party to become.

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Yes, yes, I understand. I usually like to map out powers and power progression based on a plot, and, since you control the plot, I don't know what type of enemies we'll be facing, and, since it's a dangerous world, I'm guessing there will be enemies. So, to improvise and prepare for the unknown, how's this sound:

She has her simple powers, making people feel overwhelming senses of certain emotions, based on her own. At first, and maybe even throughout, it's based off of what she's feeling, maybe heightening others fears during epic encounters with monsters, or, for comical effects, sending out waves of sadness or joy at inappropriate moments, making others feel them too. These be based on her emotions, at least at first, since it would be easier to make others feel what she's feeling, since she already does, but it will be based on others' emotions, drawing them out, overwhelming most non-magical people, and perhaps all but the strongest willed regulars.

A secondary power, manifesting creatures and objects. Maybe she can create small stuff on her own, but, for the most part, I want this to be based on others' life force. Maybe needing a different category of emotions. Hmmm, let's say she can bring out people's emotions to overtake them, but she uses, we'll call them senses I guess, for now, for lack of a better word, others' trust, or honor, or loyalty, as a catalyst, almost like a gate with a lock, permission if you will. So, maybe she can conjure some sweet and epic stuff for battle, but she would have to drain energy from people close to her, and pretty much needing their permission, through levels of trust and loyalty, and honor and the goodness of people's hearts, or, if she gets stuck with the wrong people, evil, or some other form of something like this.

How's this sound? If there's anything you like to see too, let me know. I'm gunna have fun with this toon no matter what she can do, because I already have a basic idea of her personality, fears, hopes, goals, likes and dislikes, so, let me know if there's anything you'd like to see changed, or added, to help along with the story, or add to any ideas you may want to see come to fruition.

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